Originally posted by pommiebastard
Why is this function, the how much reputation you will loose if you attack someone, is not working on the diplomacy information? I would not have taken a stupid planet if I knew it would ruin my game.

Since the rep-loss was caused by a bug in the program-code, I have restored the players reputation to +2.0 ... which is almost the value it was before - unfortunately the tool to set reputation only allows integer values. An oversight on my part. But hey, at least I fixed the actual reputation bug! One step at a time

I did notice it before (in the oct game) but just keep silent about it as I just thought it was the way the game was.

In the end I decided that it adversely effected my productivity enough that in that game, an equally sized civ with light ships could still produce more ships (and game value) then me or maybe just enough money to support a more valuable fleet.

This time I just decided that I would say something after I understood how big the effect was.

As for kids and bugs it all depends on what a bug is now doesn't it. when she wastes a bunch of money on what ever and buys a bad car should I fix the car when it falls apart? I don't think so. if she cant learn by advice (what young adult seems to want to do that?) then experience seems to be the best teacher. Well Now I am totally Whingeing about unrelated stuff. Ha Ha

__________________Oh we are getting headed, time to tack! helm is over, Tack Tack Tack!

We learned in the October war-only galaxy that there was a bug in the reputation readout which Erwin has fixed for us.
We also learned that the 50% reduction strength of hyperspace energy may have helped. The end game battles came to a halt because PD was so high. Also not having enough exotics planets made it impossible to build enough powerful bombers. This problem has been solved for future games as Erwin has also adjusted the algorithm to spawn more exotics planets in future galaxies.

Originally posted by War_Cross
We also learned that the 50% reduction strength of hyperspace energy may have helped. The end game battles came to a halt because PD was so high.

I am going to make a point to disagree with you everytime I see this. The large planet sizes were/are the problem, not hyperspace strength. Every planet is a powerhouse with tons of space. Let's stop making the small planets feel bad, they're all beautiful no matter their size.

quote:

Originally posted by Pääsuke
now exo has low value, same like rads basicaly now. i value rads even better.

There is something like 3 rad planets for every exotic so this seems like an overstatement.

yes I understand you prefer smaller planets. That's why changed the settings in one of the double-play galaxies for you. Keep in mind that a lot of players like larger planets. You can please some of the people sometimes but you can't please all of the people all of the time.

Can take or leave the diplomacy. While I think removing it takes a little depth from the game it does not unbalance it. These large planets do. I have on multiple occasions told you why but one more go.

Everything was built around the planets being a certain size. When you more than double the average size of planets it's gonna have an effect. You no longer have to decide if this planet will be productive or be well defended it can be both. When you start throwing multipliers like HE in the differences get extreme and the system breaks so you end up gimping HE with some number you pulled out of our butt instead of just making the system healthy again. HE is only the worst example the big planets encourage turtling by their very size alone. Why look to expand when what you have is so good? In super rich galaxies such as the 400 turn galaxy it makes more sense to build production planets then have them building wealth than it is to have banking planets. You make way more money per turn and since you have so many workers with such a high base production even that 12th autofactory gets done in a turn or two. That is not how the game was designed, making that 12th autofactory used to be a hard choice that could take 50+ turns to pay off. Also you essentially make a whole building(banks) useless. I am using banks in the 400 turn galaxy because I didn't know but not next time.

Bring back the hard choices, large planets encourage a complacent play style

__________________"...uncounted! He's a legend!!"

-Erwin [CS]

This post has been edited 1 time(s), it was last edited by uncountednose: 15.12.2016 22:38.

I like them too but they unbalance and the resources simply don't exist to rebalance the game around large planets. Sometimes its fun to play a boardgame at home with house rules. These rules almost always unbalance the game but they are still fun.

Yes the re emergence of super planets would be interesting. An actual objective

I think it could work out fine as long as you had the same number of planets per system. because of the small number of large planets, having less big planets in your home system would be disaster for someone.

we played a small planetoid galaxy way back in 2013 (april fools game) , It was my second ranked game and I liked it just fine. it was fun and well I got 2nd which made my moment at the time. I remember that we had plenty of large ships and fairly large fleets too.

__________________Oh we are getting headed, time to tack! helm is over, Tack Tack Tack!

This post has been edited 1 time(s), it was last edited by pommiebastard: 16.12.2016 00:58.

So the most important feature of this game is to have a lot of virtually useless planets with some monster planets mixed in. It sounds awesome. However so the game remains strategy strength and not pure lock, Have the same number of planets in every system and also set the juicy planets to one number less then that. Set the juicy population size and resources to anything you want. I would think a medium size would be nice to get some resources to build colony ships. Of courses the reason for all this is to make sure everyone gets an equal start.

Originally posted by War_Cross
So the most important feature of this game is to have a lot of virtually useless planets with some monster planets mixed in. It sounds awesome. However so the game remains strategy strength and not pure lock, Have the same number of planets in every system and also set the juicy planets to one number less then that. Set the juicy population size and resources to anything you want. I would think a medium size would be nice to get some resources to build colony ships. Of courses the reason for all this is to make sure everyone gets an equal start.

The only way to get an almost equal start (# of planets) for all player is to have all systems contain the same number of planets.

While that will give all players the same # of planets and juices in their home system, someone might get really lucky and get an Exo and or Crystal.

I have only seen the "Super Planet" feature occur in galaxies with small planets as the norm. Basically if you have the max planet size set to 25 or so, you may get a couple that are sized 45-60.